This describes how game assets are created, which involves serious amount of scripting and automation
This is sub-layout for documentation pages
Equippable reffers to any item, that character might wear or wield.
We want to display such equippables graphically.
An example can be a red cape, displyed in following image:
The problem is, that if we would render all possible combination of equipment for the player (sheet with cape, sheet without cape, sheet with boots + cape etc.) This would result in so large amount of textures to load that it wold become impossible to load
The idea is to render player animation for all sides, but for only the item equipped. If this can be done, then we can draw player animation, and over that draw cape animation, creating effect that the cape is worn.
In order to be able to achieve the solution above,
we need to key out the player mesh.
In the following image you can see the original render (on the left), then keyed out player, and on the right is the resulting equipment.
Obviously, this could be done in photoshop, but not for 20 frame animation, multiplied by 8
angles, multiplied by amount of equippables for which you want to do it
We must define an origin point, relative to the parent Player's current animation bounding rectangle for the cape / equipment to display correctly. If we would not do it, we would get following result: